diff --git a/Kenneth%27s-Old-Notes.md b/Kenneth%27s-Old-Notes.md new file mode 100644 index 0000000..76621c2 --- /dev/null +++ b/Kenneth%27s-Old-Notes.md @@ -0,0 +1,138 @@ +# Gamestate +Each player has one or more Roles. + +Each Role has a dice pool, representing its crew, one or more distinguished crewmen who contribute a unique ability, and one or more ship rooms that contribute abilities. It also probably has a pool of various resources (consumables, etc.). The dice pool does not scale linearly with crew, more closely with some root/logarithm of the department size. + +# Symbols +- Diplomacy (Black) +- Anthropology (White, includes (exo-)history and linguistics) +- Biology (Green, includes Organic Chemistry) +- Physics (Purple, includes Physical Chemistry) +- Engineering (Orange) +- Medicine (Blue, includes Biochemistry) +- Security (Red) +- Piloting (Yellow) +# Roles +## Captain +Uses dice to: manage available missions, peek at decision results/future mission stages, make decisions + +Secondary role: generate Diplomacy + +Ship facilities: bridge (individual stations?), Captain's office +## First Officer/Quartermaster +Uses dice to: allocate/reallocate (crew, money, consumables, ship space) to other Roles + +Secondary role: buff other Roles + +Ship facilities: crew quarters, cargo bays +## Pilot +Uses dice to: generate Piloting, set course, improve traveling encounters + +Secondary role: generate Security(?), something with helping other departments by flying shuttles(?) + +Ship facilities: Conn, engines, shuttle bays, simulators +## Scientist +Uses dice to: generate Physics, Biology, and Anthropology + +Secondary role: generate Engineering, Medicine + +Ship facilities: sensors, labs +## Engineer +Uses dice to: generate Engineering, allocate power, improve/maintain systems, repair ship + +Secondary role: generate Physics + +Ship facilities: reactor, computer +## Diplomat +Uses dice to: generate Diplomacy, translate languages, monitor relationships, call for help + +Secondary role: generate Anthropology + +Ship facilities: diplomatic suite, comms array +## Tactical +Uses dice to: generate Security, prevent Crises + +For instance, a mission stage may offer one or more places the Tactical role can assign security personnel. If they assign enough in the correct place(s), a revealed Crisis can be mitigated or prevented outright + +Secondary role: generate Piloting + +Ship facilities: armory, brig, training rooms +## Doctor +Uses dice to: generate Medicine, heal crew + +Secondary role: generate Biology + +Ship facilities: sickbay, surgery theatre, labs +# Map +Plane of points of interest + +A ship of speed [s] traveling distance [d] rolls for a potential event every [s] LY (max one event per transit), and expends fuel/morale proportional to [d]/[s]. Also generates background points for the departments based on the length of the journey, to represent time passing and things that can be done at the beginning of the next turn. +# Ship +- Fixed room slots +- Limits on reactors/engines that can be installed (Ship Size with maximum subset dedicatable to Engine/Reactors. I.e. Size 15/4. Need enough power to run systems and move.) +- Reactor needs to provide enough power to run every system nominally, or power is allocated as needed. Shut down Labs to power sickbay when needed, or to provide MORE power to sickbay if it’s normally powered? +- Perhaps each facility needs a minimum power to function and that is drawn from the reactor. XO reallocates power, shuts down rooms when they’re not needed. Powering up the Graviton Catapult shuts down most labs because it requires a lot of power. For one turn, those facilities aren’t available and their benefits aren’t gathered. +- Facilities need minimum experience from crew, power from reactor, space on ship to be installed and function. +- Empty space defaults to cargo +- Grid layout? + +# Basic/common abilities: +[n]/turn, consume a 1+ die -> fill single mission requirement for [particular symbol] with difficulty ≤ the die result +Hold up to [x] dice until the next turn (avoid rerolling) +[n]/turn, consume a 1+ die -> reroll an unused die + +# Use of Facilities +Potentially, any role can use a facility, but at a reduced effectiveness if they’re out of specialization. Engineering can use the labs if the scientist is doing something else, but they are less effective. (1 die penalty, more? Some fraction? Half effectiveness? Three quarters?) + +The Captain may always use the Bridge, or he may occupy his station, Command Chair, with other crew to enhance the results. If a role occupies their bridge station, their chosen facility during that turn, or the combination of facilities they’re responsible for, are naively or less effective. But while on the bridge they benefit a crisis resolution. Perhaps a flat, guaranteed roll from being on the bridge working together rather than a potentially better undecided roll in the lab focusing only on a problem. + +# Department Optimization +What do departments do in addition to fulfilling actions and crises? + +Work to level up crew through training + +Work to instal upgrades + +Work to accumulate resources (physics, tactical, maneuvers) during downtime to store for future, decays unless it creates physical, use-items + +# Dice to Use +Different sizes modify ranges and likelihood of any one number, but having more than one size makes reconciling behavior between them difficult + +If one size is used, we could specify the range of values for success must more clearly and consistently. Using different sizes we have to keep in mind the statistic changes associated with using a new size of die and a different range of values. How much more powerful is an actor or ship with a die one size category larger than one who rolls more dice total? (Another World of Tim Average Roll Plot, but with a table for every number and every dice pool in every universe under every god) + +Maybe instead of combining rolls, two 5+ become a 6+, one combines two dice to produce one bigger one. 2d6 become 1d8. One trades in the possibility of rolling more 4s in order to get the chance to roll one 7 or 8. Perhaps there are degrees of Success and failure as mentioned. One gets all ones and critically fails, gets some numbers he wants and only fails, gets the numbers he needs and succeeds and gets a number above what’s normally possible and succeeds extra goodly. Maybe on a success of 4-4s, one transmutes 2d6 to 1d8, get’s 4-4s and 1-8, critical. + +# Flag +The ship can fly under no flag, under your own flag, under the flag of an organization, or under the stolen flag codes of an organization without their approval. Your affiliation affects starting attitudes toward you, based on the specific organization or its properties. (You may encounter a society that has no particular relation to the empire you’re affiliated with, but despises empires that use robots, and so are predisposed against you.) + +# Systems +(Cost, space, power, computer, other requirements, usage expertise, maintenance time/expertise, reliability) +- Fold drive (requires larger computer, smaller ships use attachable tugboats) +- Local FTL +- Thrusters +- Computer +- Oxygen +- Water +- Kitchen +- Cargo +- Fabrication +- Laboratory +- Leisure +- Simulation room (requires computer) +- Living space +- Medical +- Power +- Sensors +- Shields/weapons +- Deflection +- Gravity/inertial dampening +- Bridge/administrative +- Shuttles +- Docking bays +- Escape pods +- Brig/armory + +# Tasks +- Cleaning +- Cooking +